Input detection in connection with projected images

ABSTRACT

An apparatus for detecting user interaction or another input with a projected image includes a scanning mechanism. The scanning mechanism is capable of scanning the at least one input region for any objects therein. An input identification mechanism may identify the input identified by the object, movement of the object, or a change in the object&#39;s position. That information may be used to alter the projected display.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.15/683,605, filed on Aug. 22, 2017 and titled APPARATUS FOR DETECTINGINPUTS WITH PROJECTED DISPLAYS (“the '605 Application”), now U.S. Pat.No. 10,258,878, issued Apr. 16, 2019. The '605 Application is acontinuation of U.S. patent application Ser. No. 13/525,018, filed onJun. 15, 2012 and titled ELECTRONIC CIRCLE GAME SYSTEM (“the '018Application”), now U.S. Pat. No. 9,737,798, issued Aug. 22, 2017. The'018 Application is a continuation of U.S. patent application Ser. No.12/651,947, filed Jan. 4, 2010 and titled ELECTRONIC CIRCLE GAME SYSTEM,abandoned (“the '947 Application”). The entire disclosures of the '605Application, the '947 Application, and the '018 Application are herebyincorporated herein.

TECHNICAL FIELD

This application relates generally to apparatuses for detecting userinteraction and other inputs with projected displays and, morespecifically, to apparatuses that scan one or more input regions over aprojected image to detect any objects that have been placed on oradjacent to the one or more input regions.

BACKGROUND

Games have provided a social context in which people can interact andhave fun. One type of game that is particularly engaging socially are“circle” games, where players will gather around a central horizontalplay area that is visible to all players, and interact with the centralhorizontal play area and with each other. Such players are often as fewas two (as is the case with chess or checkers), but may be as many as adozen or more. Board games are circle games in which the board serves asthe central horizontal play area. However, there are other circle gamesthat have a central play area that is not a board. For instance, manycard games can be played directly on the surface of a table or otherflat surface. Many circle games involve the players manipulating objectson or proximate the play area. For example, many circle games requirethe player to role dice, start a timer, spin a spinner, play cards, movepieces, and so forth, depending on the game. Many circle games alsoinvolve the user maintaining a private area that is viewable to only theplayer (and perhaps fellow team members).

Circle games have existed for thousands of years across diversecultures. New circle games arise to meet the social needs and interestsof the community, while old circle games go out of use as society losesinterest. Many believe that circle games provide a significantly greateropportunity for social development than other types of conventionalvideo games that are gaining in popularity. The contribution of circlegames to society should not be ignored, but often is.

Circle games can provide an impetus for bringing families, friends, andother significant social groups together and fostering important humanrelationships. Children wait with great eagerness to engage with othersin circle games. The types of circle games that individuals enjoy maychange as one grows older and may differ between population segments.Nevertheless, circle games draw people together with the immediate hopeof engaging others in a test of skill, while the horizontal play areaprovides a subtle and significant side-benefit in permitting channels ofcommunication to be opened, as players are positioned to face eachother. Many have experienced that the conversation migrates to topicsbeyond the scope of the game itself, often resulting in a level ofconversation that is greater than particular individuals might beinclined to engage in without the circle game. The benefit to society inencouraging individuals to come together in circle games is oftenunderestimated and not fully recognized in a society in which peoplechoose more and more to absorb themselves in virtual worlds.

BRIEF SUMMARY

Embodiments described herein relate to a game input mechanism. The gameinput mechanism includes a light-emitting mechanism that definesmultiple input regions for a game in which there are multiple players.Each of the input regions is a portion of the playing surface in which acorresponding player subset is to provide physical input (such asrolling dice, playing cards, placing game pieces, and so forth) toaffect game state. A scanning mechanism scans objects placed within theinput regions, while a communication mechanism communicates informationregarding the scanned object. The information might, for example, becommunicated to affect an electronic game state maintained in anotherdevice or distributed across multiple devices.

This Summary is not intended to identify key features or essentialfeatures of the claimed subject matter, nor is it intended to be used asan aid in determining the scope of the claimed subject matter.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to describe the manner in which the above-recited and otheradvantages and features can be obtained, a more particular descriptionof various embodiments will be rendered by reference to the appendeddrawings. Understanding that these drawings depict only sampleembodiments and are not therefore to be considered to be limiting of thescope of the invention, the embodiments will be described and explainedwith additional specificity and detail through the use of theaccompanying drawings in which:

FIG. 1 abstractly illustrates a distributed electronic game system

FIG. 2 illustrates a more concrete example of the central display ofFIG. 1;

FIG. 3 abstractly illustrates an orientation-sensing game input devicethat may be an example of a game input device of FIG. 1;

FIG. 4 illustrates a specific concrete example of an orientation-sensinggame input device in the form of an orientation-sensing die;

FIG. 5 abstractly illustrates a player console that represents anexample of a game input device of FIG. 1;

FIG. 6 illustrates a concrete example of a player console;

FIG. 7 illustrates another concrete example of a player console in theform of a game master player console;

FIG. 8 schematically illustrates components of a scanning game inputdevice;

FIG. 9 illustrates one embodiment of the scanning game input device ofFIG. 8 in which multiple game input regions are simultaneously defined;

FIG. 10A illustrates another embodiment of the scanning game inputdevice of FIG. 8 in which one game input region at a time is definedaccording to whose turn it is to provide physical game input;

FIG. 10B illustrates the scanning game input device of FIG. 10A, afterhaving rotated the scanning mechanism to capture physical game inputfrom another game input region;

FIG. 11 illustrates a computing system architecture in which theprinciples described herein may be employed in at least someembodiments;

FIG. 12 illustrates an example system with a central display andsurrounding player consoles in which each of the central display and thesurrounding player consoles has an integrated scanning device;

FIG. 13 illustrates an example system with a central display and withsurrounding player consoles that each have an integrated scanningdevice, and with game state responding to physical game input in theform of a die roll;

FIG. 14 illustrates a player console with integrated scanning devicethat represents a closer view of the player consoles illustrated inFIGS. 12 and 13; and

FIG. 15 illustrates a player console with an integrated scanning devicethat scans a game input region in the form of a window defined on theprivate display area of the player console itself.

DETAILED DESCRIPTION

The principles described herein relate to a game input mechanism thatincludes a light-emitting mechanism that defines multiple input regionsfor a game in which there are multiple players. Each of the inputregions is a portion of the playing surface in which a correspondingplayer subset is to provide physical input (such as rolling dice,playing cards, or placing game pieces, and so forth) to affect gamestate. A scanning mechanism scans objects placed within the inputregions, while a communication mechanism communicates informationregarding the scanned object. The information might, for example, becommunicated to affect an electronic game state maintained in anotherdevice or distributed across multiple devices.

Although not required, the game input mechanism may be especially usefulin an electronic game system that will be described with respect toFIGS. 1 through 7. After the electronic game system is described indetail, embodiments of the scanning game input mechanism will bedescribed with respect to FIGS. 8, 9, 10A and 10B, and 12 through 14.Finally, a computing system that may serve within the various componentsof the electronic game system and/or the game input mechanisms will bedescribed with respect to FIG. 11. Accordingly, this description willnow begin with the electronic game system.

FIG. 1 abstractly illustrates a distributed electronic game system 100,which may also be referred to herein as a “system 100” for the sake ofsimplicity. The system 100 includes a flat multi-touch functionalcentral display 101. The central display 101 may be laid horizontally ona table or other surface and may be used as a horizontal central playingsurface. For instance, the central display 101 may behave as anelectronic board of a digital board game. The central display 101 may bemoveable or may be fixed, perhaps being built into a furniture item.Since FIG. 1 is abstract, the various components illustrated as beingincluded within the central display 101 should not be construed asimplying any particular shape, orientation, positioning, or size of thecorresponding component. Subsequent figures will illustrate a moreconcrete representation of an example of the central display 101.

The system 100 also includes surrounding game control devices (alsocalled herein “game input device”). There are eight such game inputdevices 102A through 102H illustrated in FIG. 1, although the ellipses102I represents that there may be less than or greater than eight gamecontrol devices. The surrounding game input devices 102A through 102Imay be referred to generally as game control devices 102 or game inputdevices 102. The game input devices 102 are each represented abstractlyas rectangles although they will each have a particular concrete formdepending on their function and design. Example forms are describedfurther below. The game input devices 102 may be orientation-sensitivegame input devices, player consoles, or a combination thereof.

Although not required, the central display 101 may preferably be a flatmulti-touch functional central display 101 that is capable of detectingand responding to multiple simultaneous instances of players touchingthe central display 101, and affecting game state in response to eachtouch instance. Such may be employed to effectively assist in games inwhich multiple players may be touching the screen simultaneously,although not all games require some simultaneous input. The centraldisplay 101 may also have a scratch resistant coating to preventscratching that might otherwise be caused by players touching thecentral display 101. The central display 101 may also receive signalsfrom the surrounding game input devices 102, interpret control actionsfrom the signals, and affect game state in response to the controlactions.

In one embodiment, one, some, or even all of the game input devices 102are wireless. In the case of a wireless input device, the wireless inputdevice may communicate wirelessly with the central display 101. One oreven some of the game input devices 102 may be remotely located from thecentral display 101. Such remotely located game input device(s) 102 mayperhaps communicate with the central display 101 over a Wide AreaNetwork (WAN) such as the Internet. This would enable a player toparticipate in the game being displayed on the central display 101 evenif that player is located on a completely different part of the globe.Thus, for example, a father or mother stationed overseas might play achild's favorite board game with their child before going to bed. Orperhaps former strangers and new friends from different cultures aroundthe globe might engage in a board game, potentially fosteringcross-cultural ties while having fun. That said, perhaps all of the gameinput devices 102 may be local (e.g., in the same room) to the centraldisplay 101.

The central display 101 includes a public display area 111. Note thatthe public display area 111 is only abstractly represented in FIG. 1,and is thus not drawn to scale. In a preferred embodiment, the publicdisplay area 111 would actually occupy a substantial majority of theviewable surface of the central display 101 when the central display 101is laid horizontally, and thus emulate a board-like play area. Thepublic display area 111 displays game information that should beviewable by all of the players and is thus deemed “public.” There is norequired form for the central display 101. The central display 101 mighthave any size or configuration.

The central display 101 also includes game logic 112 that is capable ofrendering all or at least a portion of the public game state 113 on thepublic display area 111, and is capable of formulating or determine gamestate based on game input. A communication mechanism in the form of awireless transceiver 114 receives control information from surroundinggame input devices 102, and in some cases, may transmit information tothe surrounding game input devices 102. A game incorporation mechanism115 identifies the control information received from the game inputdevices 102 and alters a game state based on the control information.

In one embodiment, the central display 101 incorporates functionality ofa general-purpose computing system with a hard drive 121, memory 122,general-purpose processor(s) 123, speakers 124 (and/or headset portswith headsets or earpieces), a video driver 125, a wireless transceiver126 (such as a BLUETOOTH® transceiver), and so forth (see ellipses 127).In that case, the game logic 112, portions of the wireless transceiver114 stack, and the game incorporation mechanism 115 may besoftware-implemented. The public game state 113 may be represented asdata within the hard drive 121, memory 122 and/or video driver 125. Thewireless transceiver 126 is capable of receiving multiple signalssimultaneously.

The central display 101, and/or any of the surrounding game inputdevices 102 may have built in microphones to allow sound data (such asthe player's voice) to be input into the system to affect gameconfiguration or game state. There may also be voice recognitioncapability incorporated into central display 101 and/or surrounding gameinput devices 102 to permit such sound data to be converted to moreusable form. Speakers, headset ports, and earpieces may also beincorporated into the surrounding game input devices.

Although the system 100 is described as being an electronic game system,the principles described herein are not limited to the use of system 100for games. For instance, the central display 101 may be used to displayany public state, whereas game input devices 102 may not necessarily beused to provide input for a game. The game logic 112 may be any logic.Accordingly, the term “player” described herein may more broadly includeany participant in a system in which there is a public viewing area fordisplaying public state associated with any process, and a privateviewing area for displaying private state associated with the process.

FIG. 2 illustrates a more concrete example 200 of the display 101 ofFIG. 1. The display 200 includes the public display area 211 thatrepresents an example of the public display area 111 of FIG. 1. Thedisplayed public game state may be associated with any type of game, andmay render game state in response to instructions provided by the videodriver 125. In one embodiment, the video driver 125 may, in response tocommands from the game logic 112, display cinematic game introductionsand/or scene transitions to help entice the players into a richerplaying experience. The video driver 125 may also display a cinematicconclusion that may depend on a result of the game.

In the display 200, there are a number of built-in input devices 212Athrough 212H (referred to collectively as “built-in input devices 212”).In this case, there are eight illustrated built-in input devices 212(two on each of the four sides of the display 200), although the display200 may have any number of built-in input devices 212. The built-ininput devices 212 may be a camera capable of capturing a still or videoimage and may be adjustable. Thus, for example, in a game with eightlocal players, each camera may be adjusted to capture the video of acorresponding player. The display 200 may include logic that renders thecaptured video, or portions thereof, on the public display area 211 ofthe display 200. The logic might also cause all or portions of thatvideo to be transmitted to game input devices (such as player consoles)so that the video may also be displayed at the various game inputdevices. In one embodiment, the built-in input devices 212 may fold intothe display 200 edge. For instance, in FIG. 2, the built-in inputdevices 212A, 212B, 212E and 212G are illustrated in contractedcollapsed (inactive) position within the display 200, whereas the inputdevices 212C, 212D, 212F and 212H are illustrated in extended positionready to capture video.

Alternatively or in addition, the built-in input devices 212 may be ascanner, capable of detecting physical game input provided by a player(such as a roll of the dice, the playing of a card, or the positioningof a game piece. For instance, the scanner may include a light-emittingboundary definition mechanism that defines the boundary of an inputregion using emitted light. For example, the emitted light may beemitted along the perimeter of the input region and/or across the areaof the input region. The player may then visualize where the physicalgame input is to be provided. Once that input is provided, the scannerscans the physical input so that the game input represented by thatphysical input may be incorporated into the game by game incorporationmechanism 115. The scanner might be, for example, a three-dimensionalimage scanner such as those conventionally available on the market. Thescanner may be integrated with the camera to form a built-in inputdevice 212, or they may be separate from each other to allow forindependent adjustment of the camera direction and input regionpositioning.

FIG. 3 abstractly illustrates an orientation-sensing game input device300, which may also be referred to herein as an “input device 300” forthe sake of simplicity. As mentioned above, the surrounding game inputdevices 102 of FIG. 1 may be input devices 300 that sense orientation,player consoles, game master consoles or a combination thereof. FIG. 3is an example of such an orientation-sensing game input device. Onceagain, FIG. 3 is abstract. Accordingly, the various componentsillustrated as being included within the input device 300 should not beconstrued as implying any particular shape, orientation, positioning orsize of the corresponding component. Subsequent figures will illustratea more concrete representation of an example of the input device 300.

The input device 300 includes an orientation sensor 301 that, whenactive, outputs a spatial orientation signal representing a spatialorientation of the game input device. The orientation sensor 301 isrigidly attached to the input device 300. The orientation sensor 301 isable to detect how the input device 300 is oriented with respect tovertical, and/or how the game input device is oriented with respect tonorth. In one embodiment, the orientation sensor 301 is anaccelerometer. Alternatively or in addition, the orientation sensor 301may be a compass that generates a direction signal indicating ageographical orientation. The input device 300 may also potentially havea Global Positioning System (GPS) that allows the input device 300 todetect a global position of the input device 300 in global coordinates.

A transmission mechanism 302 is communicatively coupled to theorientation sensor 301 so as to receive the spatial orientation signalfrom the orientation sensor 301 and transmit spatial orientationinformation present in the spatial orientation signal to the flatmulti-touch central display 101. In one embodiment, the transmissionmechanism 302 may accomplish this using acoustics, but preferablyaccomplishes this using wireless electro-magnetic radiation. A suitableprotocol for transmission of the spatial orientation information isBLUETOOTH®. As an example, if the input device 300 is a multi-sided die,and if the orientation sensor 301 is a tri-axial accelerometer, thespatial orientation signal may indicate or at least include enoughinformation to infer which side of the die is facing up. As anotherexample, if the orientation-sensing device is a playing card or a coin,and if the orientation sensor 301 is a uniaxial accelerometer, thespatial orientation signal may indicate or at least include enoughinformation to infer whether the playing card is face up or face down,or which side of the coin is facing up. As a final example, if the inputdevice 300 is a domino tile, and the orientation sensor 301 is anaccelerometer, the spatial orientation signal may convey whether thedomino tile were face up or face down. Furthermore, if the orientationsensor 301 is also a compass, the spatial orientation signal may conveywhich direction the domino was oriented on the table.

The transmission mechanism 302 may also transmit other usefulinformation. For instance, the transmission mechanism 302 may transmit alocally-unique and perhaps globally-unique identifier. This may beespecially useful in a case where there are multiple input devices 300being used in a game. For instance, if the input devices 300 were eachsix-sided die, the central device could confirm what die was rolled, andthe associated rolled value of that specific die, even if multiple dicewere rolled.

The input device 300 might also transmit other information identifyingcharacteristics of the input device 300. For instance, if the inputdevice 300 is a coin, the input device 300 might transmit a device-typeidentifier that identifies the input device 300 as a coin, and so forthfor other types of devices. The input device 300 might also transmitinformation from which the central device might infer othercharacteristics of the device as well, such as color, size, shape, whichmight be helpful where such characteristics have an impact on gamestate.

In one embodiment, the input device 300 might transmit information thathelps the central display 101 interpret the impact on the game of theorientation of the input device 300. For instance, one die might have aquality of 36 in which the actual value input by the roll result is tobe 36 times the number rolled. Such quality information may be includedwith the transmission. In one embodiment, the transmission mechanism 302includes a reliable transmission mechanism 302 in which transmissionsare acknowledged by the central display, or else the information isretransmitted according to a particular protocol.

There are many example game input devices that may incorporateorientation-sensing capability with suitable modification in accordancewith the broad scope of the principles described herein. Severalexamples have already been given including a multi-sided die, a playingcard, a coin, and a domino tile. Other examples include, but are by nomeans limited to, the following:

1) a game piece miniature;

2) bottle caps;

-   -   3) plastic bone pieces;    -   4) cans;    -   5) tokens;    -   6) blocks;    -   7) house or hotel pieces;    -   8) marbles;    -   9) jewels;    -   10) treasure chest lid;    -   11) jelly beans;    -   12) checker pieces;    -   13) any type of wood game piece;    -   14) any type of plastic game piece;    -   15) any type of metallic game piece;    -   16) and many more.

The presentation of this list is not intended to provide an exhaustiveenumeration of the types of orientation-sensing game input devices thatmay be used consistent with the principles herein. The principlesdescribed herein may be applied in any game input device whoseorientation has some impact on a game state. Since the types of gamesare limitless, and subject only to the limits of the human imagination,the types of orientation-sensing game input devices that may be alteredto incorporate the features described herein are likewise limitless.

A specific concrete example of an orientation-sensing game input devicewill now be described with respect to FIG. 4, which illustrates anorientation-sensing die 400. In the illustrated case, the orientationsensing die 400 is a six-sided die. However, the principles describedherein may be applied to any die, regardless of the number of sides. Forinstance, some die have as few as only four sides. Some commerciallyavailable die have as many as 100 sides.

Referring to FIG. 4, the die includes a multi-sided body 401 having atleast four flat sides; (in the illustrated example six sides). Forclarity, the image on each itself (often, but not always a certainnumber of distributed dots) is not illustrated such that some of theinternal-embedded components may be more easily seen. That said, thevarious components are not necessarily drawn to size since the precisesize and positioning of the components is not critical, so long as thecomponents fit within the boundaries of the die. Furthermore, if the dieis desired to be kept random, the components should be distributedappropriately to keep the center of gravity in the middle of the cube.

An orientation sensor 411 (such as a tri-axial accelerometer) isembedded within the multi-sided body 401 and is structured to, whenactive, output a spatial orientation signal representing a spatialorientation of the game input device 102. A transmission mechanism 412is also embedded within the multi-sided body 401 and communicativelycoupled to the orientation sensor 411 so as to receive the spatialorientation signal and transmit spatial orientation information presentin the spatial orientation signal to locations external to themulti-sided body. In one embodiment, the orientation sensor 411 and thetransmission mechanism 412 are a single integrated BLUETOOTH® enabledtri-axial accelerometer.

An electronic power source 413 is also embedded within the multi-sidedbody 401 and is coupled to the orientation sensor 411 and thetransmission mechanism 412 so as to electronically power the orientationsensor 411 and the transmission mechanism 412. In one embodiment, theelectronic power source 413 includes a rechargeable battery. There maybe a plurality of electrical contacts 414A and 414B accessible from theoutside of the multi-sided body 401, each establishing a correspondingelectrical path 415A and 415B from the outside of the multi-sided body401 to the rechargeable battery. The electronic power source 413 mayalso be an insertable and removable battery and may even perhaps bedisposable. In one embodiment, the electronic power source 413 is anon-rechargeable disposable battery that is not removable from the die.In that case, the entire die may be considered disposable, or at leastconverts to a normal non-transmitting die after the battery fails. Inthe case of a non-rechargeable battery, there would be no need for theelectrical paths 415A and 415B. In the case of a removable battery, thedie may have a cavity that fits the battery, and that is accessed byremoving a cover that snaps into place.

A status indicator 416 may also be included and may be visible fromexternal to the multi-sided body 401. For instance, the status indicator416 may be on the surface of the orientation-sensing die 400. If themulti-sided body 401 is composed of translucent material, the statusindicator 416 may also be embedded within the multi-sided body 401itself. If necessary or desired, a counterweight 417 may also bepositioned rigidly within the multi-sided body 401 so as to furthercenter a center of gravity of the wireless die.

FIG. 5 abstractly illustrates a player console 500. As previouslymentioned, the game input devices 102 of FIG. 1 may be player consoles,orientation-sensing devices, or combinations thereof. FIG. 5 is anabstract illustration of a player console 500 showing functionalcomponents of the player console 500. Once again, FIG. 5 is abstract.Accordingly, the various components illustrated as being included withinthe player console 500 should not be construed as implying anyparticular shape, orientation, positioning or size of the correspondingcomponent. FIG. 6 will illustrate a more concrete representation of anexample of the player console 500.

Each player, or perhaps each player team, may have an associated playerconsole, each associated with the corresponding player or team. Theplayer console 500 includes a private display area 501 and game logic502 capable of rendering at least a portion of game state 503 associatedwith the player (or team). The player or team may use an input mechanism504 to enter control input into the player console 500. A transmissionmechanism illustrated in the form of a transceiver 505 transmits thatcontrol information to the flat multi-touch functional display 101,where the control information is used to alter the game state at thecentral display. If the player console 500 is a wireless player console,the transceiver 505 would be a wireless transceiver. The controlinformation may also be used to control the game state at the playerconsole 500, as well as to update the private display area 501 at theplayer console 500. The transceiver 505 may also wirelessly receiveinformation from the central display 101. The transceiver 505 may evenreceive wireless information transmitted by surroundingorientation-sensing devices so that the game logic 502 may update thegame state 503, and potentially also update what is displayed in theprivate display area 501. The transceiver 505 is capable of receivingmultiple orientation-sensor signals at the same time. Thus, with asingle roll of the dice, the game state 503 at the central display 101as well as one or more player consoles 500 may be updated.

FIG. 6 illustrate a concrete example of a player console 600. Here, theprivate display area 601 displays the player's private information (inthis case, several playing cards). The player console 600 also includesa barrier 602 to prevent other players from seeing the private gamestate displayed on the private display area 601. The private displayarea 601 may be touch-sensitive, allowing the player to interact withphysical gestures on the private display area 601, thereby causingcontrol information to update the rendering on the private display area601, and the game states on the player console 600, as well as on thecentral display 101. The private display area 601 also, in this example,displays video images 603A, 603B and 603C of other players. Forinstance, such images may have been captured by the built-in inputdevices 212 (see FIG. 2), causing the central display 200 to transmitthe images to the player console.

The player console 600 also may have a built-in input device 604, whichmay be a camera and/or a 3D scanner as described above for the built-ininput devices 212. Specifically, the camera may take a still image or avideo image of the player associated with the player console 600. InFIG. 6, as for the scanner, the light-emitting boundary definitionmechanism emits light to define an input region 605 (in this case,rectangle shaped), which moves with the player console 600. The playermay provide physical input (e.g., the roll of a dice or dice, theplaying of a card or cards, the positioning of a game piece or pieces,and so forth). The scanner scans the objects placed in the input region605. There are a variety of conventional mechanisms for performing 3Dscanning to thereby reconstruct a three-dimensional rendering of thesurfaces that are visible to the 3D scanner. One mechanism is to have asimple video camera that takes a video image of the visible surfaceswhile a wide angled laser line is passed over the visible surfaces.Based on the position of the video camera and the laser, and using thevideo, the 3 dimensional position of the visible surfaces within thescanner range can be extrapolated.

In one embodiment, at least one of the player consoles is different fromthe remaining player consoles. FIG. 7 illustrates such a console 700. Inthis case, the console 700 might be a game master console, in which thegame master may interface with the private viewing area to perhapscontrol game state. For instance, the game master may use physicalgestures on the touch-sensitive display 701 of the console 700 to affectwhat is displayed on the central display 101. For instance, the gamemaster might control what portions of the map are viewable on thecentral display 101. The game master might also control what effectanother player's actions might have on the operation of the game logic,whether at the central display, or whether at one or more of the playerconsoles. The game master might also create a scenario and setting of agame using the console 700.

FIG. 8 illustrates abstractly a game input mechanism in the form of ascanning device 800. The scanning device is an example of the game inputdevices 102 of FIG. 1. The scanning device 800 is drawn abstractly soonce again the various components of the scanning device are not limitedto any particular size, position, orientation, or form. The scanningdevice 800 includes a light-emitting boundary definition mechanism 801,a scanning mechanism 802, a communication mechanism 803, and amechanical support mechanism 804. The scanning device 800 may also haveprocessor(s) 805 and memory 806, thus enabling the scanning device 800to at least partially process information captured by the scanningmechanism 802, control the light-emitting boundary definition mechanism801, and/or communicate with the communication mechanism 803. After adiscussion of the function of the various components 801 through 806 ofthe scanning device 800, various concrete examples will be describedwith respect to FIGS. 9, 10A and 10B.

The light-emitting boundary definition mechanism 801 defines multipleinput regions for a game in which multiple players engage. Each of theso defined input regions is a region on a playing surface in which acorresponding player subset is to provide physical game input. A playersubset may be multiple players in a team-oriented game, or may be asingle player in a game that does not involve teams. Examples ofphysical input include 1) the rolling of a die or dice, 2) the playingof one or more cards, 3) the positioning of one of more game pieces, 4)the spinning of a spinning or top, 5) a human hand, and so forth. Forinstance, in an electronic version of rock, paper, scissors, a humanhand might be used to provide game input within the game input region.

In one embodiment, the light-emitting boundary definition mechanism 801may selectively define only one or perhaps a subset of the multipleregions that the light-emitting boundary definition mechanism 801 iscapable of defining. For example, in a turn-oriented game in which it isa turn of one or more, but less than all, of the player subsets, thecorresponding game input regions for only those player subset(s) whoseturn it is might be made visible. Game state transmitted by the centraldisplay 101 and/or the other game input devices 102 might give thescanner game input device information sufficient to derive the identityof whose turn it is, to thereby prompt the scanning device 800 to lightthe appropriate region corresponding to show whose turn it is, whiledeemphasizing, or even not lighting at all, the game input regioncorresponding to player subset(s) whose turn it is not.

A scanning mechanism 802 is configured to scan at least some objectsplaced within any of the plurality of input regions. As an example,there may be a single scanner that rotates or otherwise moves so as tobe able to perform a three-dimensional scan on whichever region physicalgame input is configured to be captured in. In another embodiment, theremight be a specific three-dimensional scanner allotted for each gameinput region. The corresponding scanner is then operating when physicalgame input is expected for the corresponding game input region. The gameinput regions may be non-overlapping or they may be overlappingdepending on the design of a game.

A communication mechanism 803 communicates information regarding scannedobjects scanned by the scanning mechanism 802. In one embodiment, thescanning device 800 is wireless, in which case the communicationmechanism 803 communicates wirelessly with, for example, the centraldisplay 101 and/or one or more other game input devices 102. Thecommunication mechanism 803, for example, communicates informationregarding scanned objects scanned by the scanning mechanism 802, andinformation regarding which input region the scanned object was scannedin.

For instance, the communication mechanism 803 might simply send imageinformation (e.g., a collection of images of a die) to the centraldisplay 101, and have the central display 101 extrapolate thethree-dimensional rendering of the viewable surfaces, and then calculatethe game input. Alternatively, the processor(s) 805 might take on moreprocessing role by extrapolating the three-dimensional rendering of thescanned image, and then the communication mechanism 803 communicatesthat three-dimensional rendering to the central display, which thencalculates the game input. As another alternative, the processor(s) 805might take on all processing required to determine the game input from ascanning operation. For example, the processor(s) 805 might determinethat the player subset rolled two die, resulting in a roll of a six anda four. The communication mechanism 803 might also communicate withplayer consoles to thereby affect the private game state of the privateconsoles.

The communication mechanism 803 might additionally communicate withother devices such as, for example, a surrounding computing system (suchas a laptop computer), to convey information and/or may receiveinformation from the surrounding computing system (such as configurationinformation) or from the central display 101 or other game input devices102.

The mechanical support mechanism 804 positions the light-emittingboundary definition mechanism 801 and the scanning mechanism 802 withrespect to a playing surface. In one embodiment, the mechanical supportmechanism 804 couples the scanning device 800 to the central display101, or perhaps couples the scanning device 800 to one of the playerconsoles. Alternatively, the scanning device 800 may not be rigidlycoupled to the central display 101 or the player consoles, but may befree standing.

The mechanical support mechanism 804 may have a different form dependingon the configuration of the scanning input system. For instance, if thescanning device 800 scans from below (e.g., which could be done with atranslucent playing surface, the mechanical support mechanism 804 wouldbe properly configured so that the light-emitting boundary definitionmechanism 801 may light the surface from below, and the scanningmechanism 802 may scan from below. If the scanning device 800 hangs fromthe ceiling, or is supported by a wall, the appropriate configuration ofmechanical support mechanism 804 may be provided. Accordingly, thespecific example configurations of FIGS. 9 and 10A and 10B are onlyexamples of one of an infinite variety of ways to configure the scanningsystem in the context of a game. Mirrors or lenses may even be used todirect the flow of light for the light-emitting boundary definitionmechanism 801 and/or for the scanning mechanism 802.

As previously mentioned, the scanning device 800 may be incorporatedinto any of the central display 101 (if present) or any of thesurrounding game input device 102 without restriction. The scanningdevice 800 may even be incorporated into a pair of glasses, a hat, aneyepiece or other mechanisms that sits on the player's head. In thatcase, no light-emitting boundary definition mechanism 801 may be needed,although it still might be helpful. Rather, the player would know thatthe scanning mechanism 802 is scanning a region that is relative to theplayer's field of view. The light-emitting boundary definition mechanism801 might still be helpful though to help the player see the area thatis to be scanned since the positioning of the glasses or other headgear,the orientation of the eyeball, and so forth might affect whether thegame input region is directly in the player's field of view.

In one embodiment, the processor(s) 805 and the memory 806 maycollaborate to determine, at any given point, which players turn it is.The processor(s) and the memory 806 may then cause the light-emittingboundary definition mechanism 801 to provide visual emphasis to the gameinput region in which physical game input is expected. For instance, theboundaries of the region may be turned green when physical game input isexpected.

FIG. 9 illustrates one embodiment 900 of the scanning game input device800 of FIG. 8. In this embodiment, the scanning game input device has alight-emitting boundary definition mechanism that defines four gameinput regions 902A, 902B, 902C and 902D. In this embodiment, each gameinput region is defined by a dedicated light-emitting boundarydefinition mechanism 801 positioned within an upper portion 903 that issupported by base 901. The light-emitting boundary definition mechanism801 may be, for example, a Light Emitting Diode (LED), or any otherdevice capable of defining the game input region by providing visualemphasis to the boundaries of the game input region, and/or by providingvisual emphasis over the area of the game input region.

While the light-emitting boundary definition mechanism 801 may definedfixed-sized boundaries, the light-emitting boundary definition mechanism801 may also perhaps be adjustable. For example, the light-emittingboundary definition mechanism 801 may be an array of LEDs. The size andshape of the boundary may be adjusted by turning some of the LEDs off,and keep some on. Each of the LEDs may be mapped to a particular memorylocation that turns the LED on or off, or adjusted between two discreteintensity levels (in the case of being mapped to a single bit), or havemore refined adjustable intensity (in the case of being mapped tomultiple bits). As previously mentioned, the boundaries may beoverlapping if desired. Such overlapping may also be a reward for awinning player, and a detriment for a losing player, with the winningplayer perhaps capturing some benefit by the physical game input of thelosing player.

The boundary size might be configurable by a user. For instance, aplayer may choose to have a smaller or larger game input regiondepending on the player's preference. For instance, a younger player ina dice game might choose to have a larger roll area to accommodate amore aggressive and less controlled roll. An order player might requireless of a roll area. The boundary size might also be adjusted by thegame state itself. For instance, as a player is losing a game, theplayer may have a more and more reduced size of a boundary in which toprovide physical game input, or perhaps the boundaries may take aparticular form that serves to taunt the player that is moving towards aloss. If the player is winning a game, the boundaries may, perhaps,expand, and/or take a more congratulatory form. The LEDs may be ofdifferent colors such that the boundaries make a different colordepending on game state. For instance, greener game input regions mightdesignate the player is winning, whereas redder game input regions mightdesignate the player is losing. Thus, the players can quickly ascertainand have feedback on how the player is doing. Changing of colors of thegame input regions may be accomplished by adjusting the proportion ofLEDs of particular colors that are turned on and off, and theirrespective intensity levels. The color of the game input regions mayalso define whose turn it is. For instance, if the color is green, thatmay mean it is that player's turn, if red or off, it may mean it is notthat player's turn.

Additionally, the scanning device 800 may be an LED array that directlydisplays the game input region. For instance, the light-emittingboundary definition mechanism may essentially be a portion of the publicdisplay area 211 of the display 200 of the central display 101.Alternatively or in addition, the light-emitting boundary definitionmechanism 801 may be all or a portion of the private display area 601 ofthe player console 600. The light-emitting boundary definition mechanism801 may also be a laser that defines a sharp boundary for the game inputregion.

For instance, when it is the player's turn, a window might pop up on aportion of the public display area 211 that is closer to the player. Ascanning device might be positioned in a predetermined location (e.g.,integrated with the display 200) with respect to that window such thatthe scanning mechanism 802 may capture the window. The window mayinclude boundaries that make it easier for the scanning mechanism 802 torecognize the boundaries of the game input region. The content of thewindow may display a good contrasting color to the color of the gameinput so as to optimize scanning accuracy (e.g., if the die are white,then the window may have darker content. Then the player providesphysical game input directly on the public display area (e.g., rolls thedice onto the public display area 211) such that the physical game inputthat occurs within the window is captured by the scanning mechanism 802.The shape or size of the window may be adjusted in response to gamestate.

Alternatively or in addition, when it is the player's turn, a windowmight pop up on a portion of the private display area 601 correspondingto the player console 600 that belongs to the player whose turn it is.Alternatively, there might just be some indicator on the private displayarea 601 that instructs the player that the private display area 601 isnow acting as a game input region. A scanner might be positioned in apredetermined location (e.g., integrated with the player console 200)with respect to that game input region such that the scanning mechanism802 may capture the window. Then, the player provides physical gameinput directly on the private display area 601 (e.g., rolls the diceonto the private display area 601) such that the physical game inputthat occurs within the window is captured by the scanning mechanism 802associated with the player console. In one embodiment, should theplayer's game input region reduce in size, a different color may be usedto represent the game input region itself, as compared to the portionsthat could be in the game input region had the player done better. Thus,in this case, the scanning device 800 includes a light-emitting boundarydefinition mechanism 801 that is a portion of a display itself. Thus,the term “light-emitting boundary definition mechanism” should beinterpreted broadly in the claims.

FIG. 15 a player console 1500 with an integrated scanning device 1510that scans a game input region in the form of a window defined on theprivate display area of the player console itself. For instance, window1501 might define a game input region in which the player is to enterphysical input (e.g., the roll of a die 1504). The window size mightchange to be, for example, window 1502 depending on game state. Thewindow may be, for example, a window displayed by an operating system onthe private display. The integrated scanning device 1510 may be capableof scanning area 1503, although the system may ignore material scannedoutside of the window that defines the game input region. The window maybe displayed to have a clear and distinct boundary to make it easier forthe integrated scanning device 1510 (or the system that interprets thescanned information to detect the game input region).

Each game input region also has a 3D scanner associated therewith forscanning the region within the corresponding boundary. Thus, there maybe four light-emitting boundary definition mechanisms 801 and four 3Dscanners present within the scanning game input device. In oneembodiment, there may be more of each, but with pairs of light-emittingboundary definition mechanism and corresponding scanning mechanismsbeing selectively turned off.

FIGS. 10A and 10B collectively illustrated another alternativeembodiment of the scanning game input device 800 of FIG. 8. The scanninggame input device of FIGS. 10A and 10B appears the same as the scanninggame input device 900 of FIG. 9. However, in this embodiment, the upperportion 903 is rotatably mounted to the base 901. The upper portion 903may have as few as a single light-emitting boundary definition mechanismand single scanning mechanism affixed therein.

The scanning game input device of FIGS. 10A and 10B rotates the upperportion 903′ when transitioning turns. This might be done according tosome predetermined pattern, with the players situating themselves to beproximate their corresponding desired game input region. On the otherhand, rather than being in accordance with a predetermined pattern, thescanning game input device may first determine whose turn it is next,which may not be according to a predetermined pattern. The scanning gameinput device may determine this autonomously, or may determine this incommunication with the central display and/or one or more of the playerconsoles.

FIG. 10A illustrates the scanning game input device with the rotatableupper portion 903′ rotatably mounted on the base 901′, and with theboundary definition mechanism and scanning mechanism rotated to formgame input region 902A′. In FIG. 10B, the upper portion 903′ is rotatedto form game input region 902B′. In an alternative embodiment, there maybe multiple fixed light-emitting boundary definition mechanisms, whereasa rotatable portion includes the scanning mechanism, which rotates towhichever game input region corresponds to the player set whose turn itis. In that embodiment, perhaps there is some visual distinction (e.g.boundary color, or intensity level, that gives visual emphasis to theboundaries or area corresponding to the game input region whose turn itis.

In one embodiment, the scanning mechanism rotates not to any fixedposition, but senses where the player is whose turn it is presently. Forinstance, the scanning game input device may detect the position of theplayer's player console, and rotate the game input region accordingly byrotating the light-emitting boundary definition mechanism and scanningmechanism. The position of the player console may be determined in anumber of ways. For instance, the player console may emit ultrasonic orsubsonic acoustic signals that the scanning device 800 may acousticallysense. Should GPS coordinate systems become more accurate, the playerconsole may transmit GPS information to the scanning device 800. Theposition of the player may also be calculated based on the orientationof a camera built into the central display. Thus, if a player movesduring the course of the game, the position of their corresponding gameinput region changes accordingly.

The scanning device 800 might scan any number of physical game inputtypes. For instance, the scanning device 800 might scan dice, playingpieces, playing cards, spinners, or any other object, even the playerhimself or herself. For instance, the scanning device 800 might scan ahuman hand. This might allow the game state to reflect that the playerplayed a “rock, or a “paper,” or a “scissors”, or even “ambiguous.” Thescanning device 800 might also scan the hand to identify a number offingers, or whether the hand is facing up or down, and so forth. Thescanning device 800 might use a hand as input to allow people proficientin sign language to enter letters or words into the game system.

The scanning device 800 might also scan a human face perhaps to analyzethe configuration of the face. For instance, the scanning device 800 maydetect whether the face is smiling or is confident, seems angry,frustrated, or nervous, for purposes of making any inference about theplayers emotions. Such emotional feedback may impact game state. Forinstance, if the player looks nervous, the player may be more subjectedto attack by computerized players, or may have a reduced size of a gameinput region.

In one embodiment, a game input device 200 may sense other biometrics ofa player such as, for example, oxygen levels in the blood, blink rate,perspiration levels, heart rate, breathing rate, chemical content ofexhaled breath, blood pressure, and so forth using any appropriatemechanism, whether through scanning device 800 or by some othermechanism. Any one or more of the measured biometrics, either singly, orin combination, may be used to calculate an effect on game state.

A game input device 200 might also be a scanner positioned to view allor a portion of a playing board (e.g., the central display 101 or even anon-electronic playing board or surface), and recognize the position,orientation of a game piece with respect to the playing board, or even atype of game piece. Such information may be used to affect the gamestate.

Such as scanner may also be able to detect whose game piece or gameinput device belongs to which player. For instance, die for one playermay have a certain marker, such as an indented piece with a certaincolor. Playing cards may have a miniature bar code distinguishing whothe cards belong to. A bar code or other marker might also representother information regarding a playing piece, such as a type of playingpiece, the significance of the playing piece, and so forth. Suchscanners need not necessarily have the light-emitting boundarydefinition mechanism if the players intuitively understand where to playthe game pieces in a more common area (e.g., on the central display101).

Alternatively or in addition, the game input device 200 might emitimages or other visual cues on the playing surface in response to gameinput. For instance, if the player were to roll a six, then the gameinput device may emit on the playing surface a cue telling the userwhere to move, or what the options are for moving. The scanning device800 has been described as potentially having a scanning mechanism 802that uses light as the scanning signal. However, the scanning mechanism802 might rather use any signal for scanning such as acoustic signals orsafe frequencies of electro-magnetic radiation. An example ofelectro-magnetic radiation is visible light, ultraviolet light, infraredlight, long-wave and short-wave radio, and so forth. The scanning device800 may use combinations of the above to formulate a more completescanned image of the game input token. The scanning device 800 mightalso have any number of different image capture mechanisms. Examples ofimage capture mechanism include a CCD camera, a bar code scanner, or a3D imaging camera.

FIG. 12 illustrates an example system 1200 in which there is a centraldisplay 1201 (representing an example of the central display 101 of FIG.1), and four surrounding player consoles 1211, 1212, 1213 and 1214 (eachrepresenting an example of the player console 500 of FIG. 5). Thecentral display 1201 has a rotating camera 1221 that may turn towhomever's turn it is, and capture the player's image for display on thecentral display 1201 and/or one or more or all of the player consoles1211 through 1214.

Each player console 1211 through 1214 is shown equipped with anintegrated scanning device 1231 through 1234, respectively. The scanningdevice 1231 represents an example of the scanning device 800 of FIG. 8.A light-emitting boundary definition mechanism associated with thescanning device 1231 is emitting light to define a game input region1241. In this case, die have been rolled into the game input region1241. The scanning device 1231 captures the 3D image of the die, andtransmits information to the central display 1201 where the roll isincorporated into the game state. One of the player consoles 1214 isshown having a privacy screen 1242, which may be removably attached tothe player console 1214, or perhaps may be removably attached to any ofthe player consoles 1211 through 1214 to provide appropriate privacy.

As an alternative embodiment, the scanning device 1231 might be turnedto focus on the display of the player console 1211. When it is theplayer's turn, perhaps a software-driven window pops up on the displayof the player console 1211 showing the player where the player shouldroll. The player thus would roll the die directly on the display of theplayer console 1211, whereupon the scanning device 1231 would capturethe physical game input for incorporation into the game state.

FIG. 13 illustrates another example system 1300 in which there is acentral display 1301 (representing an example of the central display 101of FIG. 1), and three surrounding player consoles 1311, 1312 and 1313(each representing an example of the player console 500 of FIG. 5).Here, the game state captured by the physical game input captured by thescanning device is incorporated to actually give the player a visual cue1320 of the available movement options.

FIG. 14 illustrates a player console 1400 that is similar to the playerconsoles 1211, 1212, 1213, 1214, 1311, 1312 and 1313, except more closeup. Here. a scanning device 1402 is shown extended, but with a recess1403 in which the scanning device 1402 might contract into perhapsbefore or after the game. In one embodiment, the scanning device 1402might automatically extend and contract depending on the game state. Forinstance, if it is the player's turn, then the player console 1400 mayextend in preparation for the player providing game input. In analternative embodiment, the scanning device 1402 remains extended forthe duration of the game, and may be manually extendable andcontractible. A data and/or power cable 1401 (such as a USB cable) isalso shown demonstrating that the player console may integrate withexisting data cables and power cables.

Thus, a sophisticated mechanism is described for inputting physicalinput into game state. The distributed game system described herein thusallows circle games to be played electronically. Traditionally, it isoften teenagers that lose interest in circle games. The wirelessdistributed game system appeals to a teenager's keenness for a sense oftechnology, which has the potential to pull teenagers back into thefamily circle games, potentially enriching family relationships andmaintaining important lines of communication.

In one embodiment, the central display 101 has an Internet connection(represented generally by the ellipses 127 in FIG. 1. During initialpower-up of the central display, the central display may be configuredto navigate to a predetermined set of one or more web sites, and mayhave a predetermined set of circle games installed already. The playermight use the central display to navigate to a central web site that maybe used to download software necessary to engage in other circle games.When a circle game is begun, the central device may inform thesurrounding player consoles of the game that is about to begin and, ifnecessary, provide the appropriate software to the player consoles aswell. In one embodiment, the player consoles are general-purposecomputing devices with one or more processors, a memory, and potentiallya hard disk.

Accordingly, a flexible game system has just been described. Havingdescribed the embodiments in some detail, as a side-note, the variousoperations and structures described herein may, but need not, beimplemented by way of a physical computing system. Accordingly, toconclude this description, an example computing system will be describedwith respect to FIG. 11.

FIG. 11 illustrates a computing system 1100. Computing systems are nowincreasingly taking a wide variety of forms. Computing systems may, forexample, be handheld devices, appliances, laptop computers, desktopcomputers, mainframes, distributed computing systems, or even devicesthat have not conventionally been considered a computing system. In thisdescription and in the claims, the term “computing system” is definedbroadly as including any device or system (or combination thereof) thatincludes at least one processor, and a memory capable of having thereoncomputer-executable instructions that may be executed by the processor.The memory may take any physical form and may depend on the nature andform of the computing system. A computing system may be distributed overa network environment and may include multiple constituent computingsystems.

As illustrated in FIG. 11, in its most basic configuration, a computingsystem 1100 typically includes at least one processing unit 1102 andmemory 1104. The memory 1104 is a physical system memory, which may bevolatile, non-volatile, or some combination of the two. The term“memory” may also be used herein to refer to non-volatile mass storagesuch as physical storage media. If the computing system is distributed,the processing, memory and/or storage capability may be distributed aswell. As used herein, the term “module” or “component” can refer tosoftware objects or routines that execute on the computing system. Thedifferent components, modules, engines, and services described hereinmay be implemented as objects or processes that execute on the computingsystem (e.g., as separate threads).

In the description above, embodiments are described with reference toacts that are performed by one or more computing systems. If such actsare implemented in software, one or more processors of the associatedcomputing system that performs the act direct the operation of thecomputing system in response to having executed computer-executableinstructions. An example of such an operation involves the manipulationof data. The computer-executable instructions (and the manipulated data)may be stored in the memory 1104 of the computing system 1100.

Embodiments within the scope of the present invention also includecomputer-readable media for carrying or having computer-executableinstructions or data structures stored thereon. Such computer-readablemedia can be any available media that can be accessed by a generalpurpose or special purpose computer. By way of example, and notlimitation, such computer-readable media can comprise physical storageand/or memory media such as RAM, ROM, EEPROM, CD-ROM or other opticaldisk storage, magnetic disk storage or other magnetic storage devices,or any other physical medium which can be used to carry or store desiredprogram code means in the form of computer-executable instructions ordata structures and which can be accessed by a general purpose orspecial purpose computer. Combinations of the above should also beincluded within the scope of computer-readable media.

Computer-executable instructions comprise, for example, instructions anddata which cause a general purpose computer, special purpose computer,or special purpose processing device to perform a certain function orgroup of functions. Although the subject matter has been described inlanguage specific to structural features and/or methodological acts, itis to be understood that the subject matter defined in the appendedclaims is not necessarily limited to the specific features or actsdescribed herein. Rather, the specific features and acts describedherein are disclosed as example forms of implementing the claims.

The components of the computing system 1100 may, for example, be used toprovide functionality to game logic 112 of FIG. 1, store or remembergame state 113, configure and communicate with transceiver 114, andoperate the logic of game incorporation mechanism 115. Each of theplayer consoles may also have a computing system such as computingsystem 1100 guiding their processing needs.

The present invention may be embodied in other specific forms withoutdeparting from its spirit or essential characteristics. The describedembodiments are to be considered in all respects only as illustrativeand not restrictive. The scope of the invention is, therefore, indicatedby the appended claims rather than by the foregoing description. Allchanges which come within the meaning and range of equivalency of theclaims are to be embraced within their scopes.

What is claimed:
 1. A projected image-interactive input devicecomprising: a scanner that detects an object within a three-dimensionalspace over at least one input region of a side of a display surface ontowhich an image is projected, with which a user may provide physicalinput to affect a state of the image; and an input identifier thatidentifies an input represented by the object in the three-dimensionalspace over the at least one input region on the side of the displaysurface.
 2. The projected image-interactive input device of claim 1,further comprising: a boundary definer that defines the at least oneinput region over the side of the display surface.
 3. The projectedimage-interactive input device of claim 2, wherein the boundary definerdefines the at least one input region to be laterally coincident withthe image projected onto the side of the display surface.
 4. Theprojected image-interactive input device of claim 2, wherein theboundary definer defines a plurality of input regions.
 5. The projectedimage-interactive input device of claim 4, wherein each input region ofthe plurality of input regions corresponds to a specific user.
 6. Theprojected image-interactive input device of claim 1, wherein the inputidentifier associates the input represented by the object in thethree-dimensional space over the at least one input region on the sideof the display surface with at least one user.
 7. The projectedimage-interactive input device of claim 6, wherein the input identifierassociates the input represented by the object in the three-dimensionalspace over the at least one input region on the side of the displaysurface with the at least one user based on a location of the objectover the at least one input region.
 8. The projected image-interactiveinput device of claim 1, further comprising: a mechanical support thatcarries the scanner and orients the scanner towards the display surface.9. The projected image-interactive input device of claim 8, wherein themechanical support further carries a projector that projects the imageonto the side of the display surface.
 10. The projectedimage-interactive input device of claim 1, further comprising: a userassociator that associates any scanned object with at least one user.11. The projected image-interactive input device of claim 10, whereinthe user associator associates an object with at least one user based ona location over the at least one input region over which the object isscanned.
 12. The projected image-interactive input device of claim 1,wherein the object comprises a body part of at least one user.
 13. Theprojected image-interactive input device of claim 1, further comprising:a communication element that communicates data from the scanner to anelectronic device that generates the image projected onto the side ofthe display surface.
 14. The projected image-interactive input device ofclaim 1, wherein the image comprises a display of an electronic device.15. A projected image-interactive input device, comprising: a scannerthat selectively scans one or more input regions on a side of a displaysurface onto which an image is projected to detect objects placed withinthe one or more input regions; and an input identifier that identifiesan input represented by an object positioned on or adjacent to the oneor more input regions.
 16. The projected image-interactive input deviceof claim 15, further comprising: a boundary identifier that selectivelydefines the one or more input regions on the side of the display surfaceonto which an image is projected.
 17. The projected image-interactiveinput device of claim 16, wherein each of the one or more input regionscomprises a region that can receive user input on and/or adjacent to theside of the display surface onto which the image is projected to affecta state of the image.
 18. The projected image-interactive input deviceof claim 15, wherein the input identifier associates the inputrepresented by the object with a user.
 19. The projectedimage-interactive input device of claim 18, wherein the input identifierassociates the input represented by the object with a user based on alocation of the object on and/or adjacent to the side of the displaysurface onto which the image is projected.
 20. The projectedimage-interactive input device of claim 15, further comprising: aprojector that projects the image onto the display surface.